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The Guards at the Gate Quote
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<blockquote data-quote="SteveC" data-source="post: 5766387" data-attributes="member: 9053"><p>I think your answer is spot on, and I'll say: it's great advice to give to a new GM. Put things in your game because they're interesting or fun, not because they "ought" to be there. We gloss over a lot in a typical game session: when was the last time you tracked when your character had to use the bathroom for instance? I think it's excellent advice for a new GM to concentrate their efforts on things that will make for a better game. If the town guards are interesting in their own right, bring them on, but if you're just putting them there for an attempt at "realism," I can definitely take a pass on that.</p><p></p><p>When someone is starting to play an RPG, they have no idea how things should be paced, and I've seen more than a few games fizzle because too much time was spent on things that no one really cared about.</p><p></p><p>Now I'm all about roleplaying that guard encounter out, but only if it's interesting.</p><p></p><p>So, no, in my opinion, it's not bad advice to give to a new GM. As they gain experience, they'll certainly pick up on the packing that's right for them and they're players, but to start with? Get to what you find interesting.</p></blockquote><p></p>
[QUOTE="SteveC, post: 5766387, member: 9053"] I think your answer is spot on, and I'll say: it's great advice to give to a new GM. Put things in your game because they're interesting or fun, not because they "ought" to be there. We gloss over a lot in a typical game session: when was the last time you tracked when your character had to use the bathroom for instance? I think it's excellent advice for a new GM to concentrate their efforts on things that will make for a better game. If the town guards are interesting in their own right, bring them on, but if you're just putting them there for an attempt at "realism," I can definitely take a pass on that. When someone is starting to play an RPG, they have no idea how things should be paced, and I've seen more than a few games fizzle because too much time was spent on things that no one really cared about. Now I'm all about roleplaying that guard encounter out, but only if it's interesting. So, no, in my opinion, it's not bad advice to give to a new GM. As they gain experience, they'll certainly pick up on the packing that's right for them and they're players, but to start with? Get to what you find interesting. [/QUOTE]
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